void ChangeToChar(CharacterMenager character) { character.Control(false, false); currentChar.character.m_Character.Move(new Vector3(0, 0, 0), false, false); LookAt(character); Follow(character); character.Control(true, true); currentChar = character; }
public void CharacterVisible(CharacterMenager characterHold, bool visible, bool controlChange) { for (int i = 0; i < characterHold.character.transform.childCount; i++) { characterHold.character.transform.GetChild(i).gameObject.SetActive(visible); } characterHold.character.GetComponent <WalkSounderWithUser>().enabled = visible; if (characterHold == monkay) { characterHold.character.GetComponent <MonkayGoCrazy>().enabled = visible; characterHold.character.GetComponent <CapsuleCollider>().enabled = visible; } if (controlChange) { characterHold.character.SetActive(visible); } }
// Use this for initialization void Start() { monkayAttachedToBack = false; settings = GetComponent <PlayerControlSettings>(); currSChCSA = switchCharactersCameraSpeedAcceleration; currSChLAtA = switchCharactersLookAtAcceleration; monkayAI = monkay.character.GetComponent <UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>(); switchingChars = false; currentChar = orphan; SwitchCharacters(); SwitchCharacters(); ChangeState(monkay, MonkayState.following); }
public void ChangeState(CharacterMenager character, MonkayState state) { character .character.EnableAI(state == MonkayState.waiting || state == MonkayState.controled? false : true); this.state = state; if (state != MonkayState.running) { character.character.Chase(false); } switch (state) { case MonkayState.following: monkayAI.target = monkayTarget.transform; break; case MonkayState.going: monkayAI.target = directionTarget.transform; break; } }
void Follow(CharacterMenager character) { GetComponent <FollowMe>().Follow(character.cameraPose); }
void LookAt(CharacterMenager character) { GetComponent <LookAtMe>().LookAt(character.cameraLookAt); }